Frenzy Plant creates a 3-meter Blast. On Miss, Frenzy Plant deals the user’s Special Attack instead to all possible targets.

Cool - 2d4 - Seen Nothing Yet

Giga Drain

Battle

2

3d10+12

Ranged (4), 1 Target

After the target takes damage, the user gains HP equal to half of the damage they dealt to the target.

Smart - 1d4 - Good Show!

Grass Knot

Battle

2

See Effect

Ranged (5), 1 Target, Weight Class

If the target is in Weight Class 1, use 1d10 for Damage Dice Roll. If the target is in Weight Class 2, use 1d10+5. If the target is in Weight Class 3, use 1d10+10. If the target is in Weight Class 4, use 2d10+12. If the target is in Weight Class 5, use 3d10+14. If the target is in Weight Class 6, use 5d10+16 for damage.

Smart - 2d4 - Incentives

Grass Pledge

EOT

2

2d8+6

Ranged (6), 1 Target, Pledge

If used on the same turn as Water Pledge, all foes are treated as if at -2 Speed Combat Stages for 1d4+1 turns, if any foe has additional Speed Combat Stages, apply them as usual. If used on the same turn as Fire Pledge, all foes within 20 meters of the user lose 1/8th of their max HP at the end of each round of combat for 1d4+1 turns.

Beauty - None - Torrential Appeal

Grasswhistle

EOT

11

-

Ranged (6), No Target, Burst

Grasswhistle creates a 5-meter Burst. All Legal Targets fall Asleep.

Smart - 2d4 - Excitement

Horn Leech

Battle

2

3d10+12

Melee, 1 Target

After the target takes damage, the user gains HP equal to half of the damage they dealt to the target.

Smart - 1d4 - Good Show!

Ingrain

Battle

-

-

Self, No Target, Coat

Ingrain is a Coat with the following abilities: The user cannot be forced to switch out or flee but they can still be willingly switched out. At the beginning of each of the user’s turns, the user gains 1/16th of its full HP. *Grants: Sprouter

Leaf Tornado creates a 2-meter Burst. On 15-20 during Accuracy Check, all Legal Targets must roll 1 higher on Accuracy Checks for the remainder of the combat.

Beauty - 1d4 - Good Show!

Leech Seed

Center

4

-

Ranged (6), 1 Target

At the beginning of each of the target’s turns, Leech Seed’s target loses 1/8th of their full HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost. Leech Seed’s user then gains HP equal to the amount the target lost. Leech Seed lasts until the target faints or is returned to a Poke Ball. Leech Seed cannot hit a Grass type Pokemon.

Smart - None - Torrential Appeal

Magical Leaf

EOT

-

2d10+8

Ranged (10), 1 Target

Magical Leaf cannot miss.

Beauty - 2d4 - Round Starter

Mega Drain

EOT

2

1d12+6

Melee, 1 Target

After the target takes damage, the user gains HP equal to half of the damage they dealt to the target.

Smart - 1d4 - Good Show!

Needle Arm

EOT

2

2d10+8

Melee, 1 Target

Needle Arm Flinches the target on 15-20 during Accuracy Check.

Smart - 3d4 - No Effect

Petal Dance

Center

3

5d12+18

Ranged (3), No Target, Burst

Petal Dance’s user must make another Ranged attack for 1d2 more turns. The attack is identical to Petal Dance except for Petal Dance’s effect. Petal Dance creates a 3-meter Burst, but only on the first round of its use. After the first use is declared, Petal Dance targets the nearest Legal Target for its second or third round of use if the original target is unconscious. If potential targets are an equal distance from the user, you may choose the target. After Petal Dance’s additional use(s) end(s), the user becomes Confused. For Pokemon users, the additional 1d2 are their Trainer’s Command Actions, unless the Trainer is unconscious, in which case the Pokemon acts on its own until finished.

Once you declare the use of Solarbeam, the user’s turn ends. On its next turn, the user may shift and use Solarbeam’s damage. If it is Sunny, Solarbeam uses its damage on the turn you declare its use. If it is Rainy or Sand Storming Solarbeam’s user must end their turn immediately at the start of their second turn after declaring Solarbeam’s use, only getting to use Solarbeam’s damage on the third turn. If it is Hailing, Solarbeam’s damage is 3d10. Solarbeam creates a Column 1 meter wide. For Pokemon users, the second turn is their Trainer’s Command Action, unless the Trainer is unconscious, in which case the Pokemon acts on its own, finishing Solarbeam.

The user regains HP equal to half of its full HP. If it is Sunny, the user gains 2/3 of its full HP. If it is Rainy, Sand Storming or Hailing the user gains ¼ of their full HP. *Grants: Sprouter

Smart - None - Reflective Appeal

Vine Whip

At-Will

2

1d12+6

Ranged (10), 1 Target

*Grants: Threaded

Cool - 3d4 - No Effect

Wood Hammer

EOT

2

5d12+18

Melee, 1 Target, Dash, Push, Recoil 1/3

The target is pushed back 5-meters. The target takes an additional 1d6 if it is Pushed into Blocking Terrain. If the target is pushed into another Legal Target, instead, both take 1d6. After Wood Hammer deals damage, Recoil.

Tough - 2d4 - Round Ender

Worry Seed

Battle

2

-

Ranged (8), 1 Target

The target’s Ability is replaced with Insomnia. If the target has multiple Abilities, Worry Seed only replaces one.